1
Return

Designing and evaluating an interactive visual novel to increase bullying bystander intervention in schools: A four-wave controlled time-series study

delete2026-04-15
delete0
PRE
AI
İ
İsa Özgür ÖZER *
M
Mehmet Bilgin
DOI:10.1080/15391523.2026.2655163delete
deleteOriginal
deleteOriginal request for help
deleteShare
deleteSave
Abstract

Abstract

En 中文
This study examined the effectiveness of TheraBuddy, a web-based interactive visual novel, in enhancing bullying bystander intervention and socioemotional health among K–12 students. Using a four-wave controlled time-series design, 123 students aged 10–16 were randomly assigned to intervention (n = 62) or control (n = 61) groups. Participants completed validated measures at baseline and three-monthly follow-ups. The experimental group showed significantly greater gains in bystander intervention than controls, with effects moderated by bullying role and engagement level; socioemotional health effects were non-significant. Findings highlight the potential of interactive visual novels to promote prosocial action against bullying and inform scalable, school-based prevention strategies.
Keywords:
Bullying
bystander intervention
interactive visual novel intervention
socioemotional health

Journal

Journal of Research on Technology in Education cover
Journal of Research on Technology in Education
IF:
5
Papers:
164
Citations:
2.7K

Organization

U
Ufuk University
Scholars:
246
Papers: 198
Citations: 47
C
cukurova university
Scholars:
833
Papers: 450
Citations: 0
Cited Papers

Cited Papers

Citing Papers

Citing Papers